We were really tempted to play that scenario; in the end, who has not heard about the great TV Series Prison Break? Also, the set-up of adventure, mystery behind it as well as freshness of design (fan made, just unlocked a week ago in #120 Under the Influence) strengthen the wish even more. So, without too much debate we went for it!
After our last week promotions, our team fights in following set-up:
Damage Dealer – my Deathwalker at level 6 (recently promoted)
Support – Trapper (Kuba J) level 5 (recently promoted)
Tank – Coral (Kuba G) level 3 (just two-three points form the next level)
Due to two of us moving to the next tier, the level of Normal Difficulty increased for our team to three. And unlike in Gloomhaven, the Frosthaven world is much more complicated, unforgivable and brutal. Thus, so far we rarely increase that characteristic to Hard or Very Hard. But someday soon we shall!
Session report
Here is our scenario:
That is once again a non-compulsory scenario, fan made, multi-adventure one where you can gain a lot of cool stuff. Not the most complicated one although as we shall see, very strange at the beginning. And one where we almost failed again!
PS. As always, feel free to click on below images for full details.
Session report
Scenario #99 overview – we would need some time to discuss specifics; there is one, huge room in the middle with locked doors (red arrow) which can be opened only when two characters simultaneously occupy pressure plates (green arrows); the monsters protecting pressure points will not move from the platforms but have range to central room and can fire at us. So, we need to be quick, or we shall be dead…
Our worst expectations started to quickly materialize; yes, killing the closest enemies was not a problem but number of range attack from Bolt Shooters – oftentimes targeting Coral 4-6 times in a round – was simply too much. Deathwalker and Trapper managed to escape to relative safety, but Coral had to lose 5 (!!!) cards to survive.
Finally, we got Coral from the harm’s way, but he was barely standing. So, a brainstorming session ensued during which we devised a cunning & complex plan – but only one which could succeed. It was mainly based on Deathwalker teleport abilities.
We pushed Coral via my teleport to the other side, me to second pressure plate and Trapper to the entrance to the main room. That way we opened that cursed corridor to locked room!
But our hearts sunk when we saw what the last room was consisting of… Five monsters, three very big ones, Coral exhausted and only Trap and Death fighting.
Here is the whole palette of enemies; Steel Automaton being most potent one (although slow).
We decided to approach the problem in systematic way. Kuba J built the Trap defense hedge while I was constantly attacking from my Shadows. And you know what?….
…it worked! My character got exhausted in the end, but Trapper survived, looted the final Goal Tile and we won! Above the picture of death and destruction as well as our two fallen heroes.
This time during the Outpost phase we had a really potent attack – four buildings were targeted. We used our well-trained troops to get advantage in each and every combat which allowed us to win all of them. Of course, then we had to use resources to retrain the forces, but it was smaller cost then rebuilding wreaked workshops.
Summary
Those side quests are real fun to play; yes, they do not progress our main plot; still, experience, loot and items we win during those adventures will be invaluable during some of the most difficult scenarios of the main campaign. However, it is high time to come back to main plot. Stay tuned!
Poor Coral, before my first move to the corridor(outside Boltshooter’s range) i asked if i should setup 2 healing traps , or attack and maybe kill(or weaken if unlucky), one boltshooter who started close to us on the groundfloor. Coral felt confident(had extra shields) so i attacked. It appeared that we should value old phrases like “nec Hercules contra plures” and quantity maybe outmatch quality. Those 2 healing traps would save at least 2-3 cards and Coral would last much longer, and game would be stressfull. As a trapper i have a very small hand of 9 cards, but (unlike colleagues) i don’t use any(in several scenarios just once) burners, so i usually can last quite long. Tactic to set long round route for melee enemies in theory is good, at some point i close the gap and weakened(by Deathwalker) enemies must enter traps and die. We could have looted even more(few tokens remained unclaimed), but 2 last action cards of melee robots didn’t give them move, so i had to push them on traps, wasting my time on moving away from the treasury. Fun game, crazy situation when at some point multi-target ranged boltshooters had to focus all of their multi-attacks on a single Coral, in 1 round the whole monster attack modifier deck got depleted 😉
Poor Coral, before my first move to the corridor(outside Boltshooter’s range) i asked if i should setup 2 healing traps , or attack and maybe kill(or weaken if unlucky), one boltshooter who started close to us on the groundfloor. Coral felt confident(had extra shields) so i attacked. It appeared that we should value old phrases like “nec Hercules contra plures” and quantity maybe outmatch quality. Those 2 healing traps would save at least 2-3 cards and Coral would last much longer, and game would be stressfull. As a trapper i have a very small hand of 9 cards, but (unlike colleagues) i don’t use any(in several scenarios just once) burners, so i usually can last quite long. Tactic to set long round route for melee enemies in theory is good, at some point i close the gap and weakened(by Deathwalker) enemies must enter traps and die. We could have looted even more(few tokens remained unclaimed), but 2 last action cards of melee robots didn’t give them move, so i had to push them on traps, wasting my time on moving away from the treasury. Fun game, crazy situation when at some point multi-target ranged boltshooters had to focus all of their multi-attacks on a single Coral, in 1 round the whole monster attack modifier deck got depleted 😉
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